So, uhm, it's been a while since I last posted a demo here. I have valid excuses though. This whole kids situation sure makes a dent into your available time, and for the time that remains it sure has an impact on how much energy you have left at the end of the day. But it's a great joy too, so I'm not unhappy about it in any way. And the other thing is of course that I moved into a research position at work, which reduces my itch of doing so much research at home during my spare hours. But with that said, I recently ended up browsing into my site with another guy at work for reasons I don't remember, and the realization that it had been nearly three years since the last demo was a little too depressing for me. So I made it a priority to make another one, and now it's here.

So for this demo I'm poking around a little with Clustered Shading, but exploring an alternative implementation of the underlying principles. The main differences being world-space clustering, storing active lights as a bitfield, and going full forward shading instead of deferred. Well, except for the reference I'm comparing to.

What is the benefits doing the clustering in world-space ? Is it a better way to do ? I actually have a view-space implementation using compute shader to generate the light grid. Do you think deferred rendering will not be used anymore in the future and only forward will be used ?MichaelSaturday, March 28, 2015

The icon of the demo is a DX10 icon, you should change it to a DX11 icon since it's a DX11 demo.MichaelSaturday, March 28, 2015

Last question : I saw in App.cpp you do the clustered Light Assignment in CPU, why not do it in a compute shader to free the CPU of this task ?

I found a bug in the settings using F1, move the setting's window in the border of the application's window (top-left and bottom-left), you will see a white line on the whole screen.Nuninho1980Saturday, March 28, 2015

Your newer demo hasn't well optimized as almost rest your older demos because its don't use (almost) full GPU usage. Why??